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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - ReconUnitZero

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Mods / Re: [0.97a] Ship/Weapon Pack 1.15.1
« on: December 21, 2024, 02:02:14 PM »
Not sure if it was a bug or not, but the IBB - El Psi bounty didn't use it's full unique fleet, instead it was mostly derelict and remnant also had a Sporeship in their fleet. Wasn't sure if it was the setup. As it didn't feature any recoverable unique ships which is strange as the Spore ship is classified as a "Unique Exploraium"
That is the Fleet. One sporeship + a bunch of derelict and remnant ships. You can't always recover the featured ship in IBB bounties. This one, the cancer one (I'll kill you all), and I know interstellar imperium doesn't allow to recover one of the ships in one of the bounties it adds.

I used the console to field test using the Exploraium Spore ship, and I'm not sure if it's intended to be usable by the player. That being the main hull has no OP points so it cannot make use of any Hullmods, it could still be a work in progress as it seems using converted hanger on any modules causes any fighter craft to only hover around the ship rather than flying off to engage any enemies.

2
Mods / Re: [0.97a] Ship/Weapon Pack 1.15.1
« on: December 16, 2024, 01:51:07 AM »
Not sure if it was a bug or not, but the IBB - El Psi bounty didn't use it's full unique fleet, instead it was mostly derelict and remnant also had a Sporeship in their fleet. Wasn't sure if it was the setup. As it didn't feature any recoverable unique ships which is strange as the Spore ship is classified as a "Unique Exploraium"

3
Mods / Re: [0.97a] Amazigh's Ship Foundry v1.2.3
« on: December 06, 2024, 12:48:34 AM »
Kaksos is a pretty decent weapon depending on the range and I like it's simple twin barrel design, though wouldn't mind seeing it in a larger mount variation of it. Basically a bigger brother of the Heavy Autocannon.

4
Mods / Re: [0.97a] All the Domain Drones+ (ATDD+)
« on: December 06, 2024, 12:16:44 AM »
Is there more plans on adding additional drone ships including potential mothership variations like the Devourer or even some hybrid derelict based off the Guardian type hulls ?

Also saw in the files the mothership station. Not sure where to encounter that or is it a rare type that replaces where a usual mothership spawns ?

Thanks again for such a awesome mod.

5
Mods / Re: [0.97a] Ship/Weapon Pack 1.15.1
« on: November 17, 2024, 09:32:49 PM »
Was looking into the Cathedral ship after being able to buy it from a station, wanted to verify if it was intentional for the main Cathedral module to have the advanced targeting core while the the rest of the modules are only using built in integrated targeting units ? Or is this because of the specific Cathedral variant I obtained ? As I know there's 2-3 other versions of this Capital Ship.

6
Mods / Re: [0.97a] Random Assortment of Things
« on: November 16, 2024, 03:53:10 PM »
Updated and trying this out now, is there still no means to adjust the RAT's Abyssal Core's Automated Points Multiplier, including the Neural Core ? As I've been using a few other drone and derelict mods. And I've had no luck in searching through the mod's files to find exactly where the modifier for these is made so as to adjust and balance it properly to the other mods I run along side it. Else in most cases I just end up having to trade the AI cores in for cash as their multiplier stats are too steep. Either that or adjusting the Quality Captains mod I use along side this to amp up the Automated Points limit to 1000+ to even allow one of these cores to utilize a automated capital vessel.

7
Mods / Re: [0.97a] Secrets of the Frontier (0.14.2c) - indev campaign mod
« on: November 14, 2024, 01:00:51 AM »
Forgot to ask this a while back but is it possible next update to allow agents to include Dustkeepers in raising/lowering faction relations ? The short workaround I use atm is just using the console to alter it, as it's troublesome to have any major faction as a ally that isn't independent visiting the Mia Star system if the player uses it for a base, with the Keepers automatically engaging transport/trade ships belonging to them.

8
Mods / Re: [0.97a] Quality Captains: A Skill Rework - Now with perks! v1.6.0
« on: September 15, 2024, 01:14:02 AM »
Greatly appreciate this mod as it's one of the few that allow proper balancing of automated ships and the cores when using larger scale derelict and other automated ship mod additions.

Will there be further enhancements of this mod with varying tiers of elite skill upgrades rather than just one tier so that there is more progressive enhancements to both your own captain / fleets abilities ?

9
Mods / Re: [0.97a] Random Assortment of Things
« on: September 06, 2024, 11:25:38 PM »
Been using this mod along with the other types such as Nex. It's definitely a must have to change things up for mid-game fun. But the limitations of being able to adjust certain things, such as the AI core penalty of the RAT's Unique AI cores such as the Chrono, Cosmos & Neuro Automated Points Multiplier when using mods that allow more variable fleets of automated ships such as derelicts, but still limited. Could there be a optional function via the RAT's Mod settings that can adjust the RAT's special Core APM to balance it in a future update ?

10
Mods / Re: [0.97a] All the Domain Drones+ (ATDD+)
« on: September 04, 2024, 12:08:21 AM »
Can you add support for Emergent Threats? It has a collection of hullmods specifically for automated ships to make them more powerfull/give them an edge.

Far as I know there exists a specific hullmod in that mod that called "AI Subsystem Integration" which once built in to the ship, allows you to utilize the emergent subsystems. I use that as a work around for any drone ship that doesn't work initially with Emergent. But like most of the hullmods it has to be found, normally scavenging from research stations is the best way to find it.

If you don't think you can spare the S-Mod space for it then there's a mod called Progressive S-Mods.

11
Mods / Re: [0.97a] All the Domain Drones+ (ATDD+)
« on: September 03, 2024, 11:51:55 PM »
Not sure if it's a glitch or something else. But the Campaigner & Castellean drone that features that monofilament tow cable hullmod seems to have a extremely weird graphical bug which stretches the description to the extreme of horizontal output. Not sure if that drone is still a wip as I've not encountered it in any derelict conflicts, and it would seem the hull mod with the tow cable does not affect the fleet.

The Bulldog MK3's design is pretty interesting with it's unique "Integrated War Drone Targeting Unit" that it could be it's own design all together in terms of purpose as it's great for holding captured arrays during fleet battles, a large cruiser sized variation could be considered developing, making a long range but slow speed fortress style derelict drone that could ensure a certain command or nav buoy would be secure from any small frigate or destroyer. More so perfect for attrition holdouts against a overwhelming fleet numbers of smaller ships.

Also any plans on additional weapons ? Missiles maybe ? I tend to enjoy the Atropos but there isn't any medium or larger designs, unlike the hammer or reaper.

The "Integrated War Drone Targeting Unit" hullmod could be useful as being a more dangerous but OP costly hullmod to implement into automated-only ships as an alternative to the targeting unit/core if the blueprints could be obtained. Or even a variation that affects missiles/torpedoes that extend their firing range ?

12
One weird feature I found while experimenting was that giving a Military Base to the Holdout Forgeship allowed access to otherwise more restricted ships such as the Remnant Class types when having a high relationship. Could be useful for additional quest/mission to further assist the DustKeepers late game ? [Potentially salvaging from a domain mothership or remnant battlestation to further enhance the Holdout ie:expand colony size = larger defensive fleet].

Outside of console commands would it be possible to allow transfer of colonies to the Dust keeper faction outside the Mia system ?

Are they by default hostile to the regular Derelict/Domain and Remnant forces ?

First time I found the Dust Keepers in the Mia system was purely by accident, as I'm not sure if there was a hidden story/mission or indication that leads you to that system after doing the earlier starting quests like the Promise and Wayward.

Also it seems that Echo-Inadvertent integrates Beta Cores into the forge ship when supplied them, but does it benefit the Forgeship in any capacity ? As I suspected that the reason a Hegemony and Persean fleet showed up in the Mia system due to the ForgeShip having 3+ beta cores in it's facilities. As I only began colonizing the Hallow Hall and the other planets with no AI cores.


13
Modding / Re: [0.97a-RC11] Better Vanilla Hullmods v0.8.0 (2024.03.30)
« on: August 19, 2024, 12:27:53 AM »
Would it be possible to have two different variations of the modified "Makeshift Shield Generator" hull mod ?

Far as I know the current version only implements a stand-alone style shield system (or I guess in this case has a dedicated "drone" with a large shield that is embedded into the ship equipped with it), meaning that I cannot further enhance the Makeshift with additional shield hullmods such as stabilized or hardened, which is needed sometimes to balance out whatever ship is used that didn't originally have a shield. I figured that this could be it's own separate hullmod instead of replacing the original, maybe applying a smod option which reduces the flux penalty.

I did find a way to temporarily revert the Shield Generator back to the vanilla for my game. Everything else in this mod is pretty interesting so far with my campaign run.

Also is it possible to alter or improve the Converted Hangar Bay to allow an extra fighter bay slot for capital size ships ? Or modifying the Vast Hangar System into a hullmod to be available to further upgrade only capital sized ships ?

14
Mods / Re: [0.97a] All the Domain Drones+ (ATDD+)
« on: August 18, 2024, 09:11:37 PM »
I have just released an update, it adds 3 small turret mounts to the front of the Linebreaker centre piece.

Forgot to mention before, the left medium missile mount appears to be lower compared to the other medium positions on the left wing module. Aside of that, enjoying the new upgraded LB Drone.

15
Mods / Re: [0.97a] All the Domain Drones+ (ATDD+)
« on: August 18, 2024, 09:00:20 AM »
I have just released an update, it adds 3 small turret mounts to the front of the Linebreaker centre piece.

Awesome. I'll grab the update, find the drone ship and let it loose on a pirate fleet.

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